please keep in mind, all my cards are probably commom or uncmmon, and i dont intend to be using real money for anything anytime soon. I am asking for ideas on how to fix my decks, what is bad about them, what is good about them, what works + what doesnt, etc

Here's the first one (im posting the decks in multiple attachments since it wont allow big files per post

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_________________Your DOOM has arrived!... and is handing out cookies....

please keep in mind, all my cards are probably commom or uncmmon, and i dont intend to be using real money for anything anytime soon. I am asking for ideas on how to fix my decks, what is bad about them, what is good about them, what works + what doesnt, etc

Here's the first one (im posting the decks in multiple attachments since it wont allow big files per post

The first one still having that major problem with using too many movement cardsThe "reactive armor" is also wasted on mercenary, try using the "volatile reactive armor", cheaper and better for the mercenary that also temporaryYou might want to use "high octane" if you bring that mercenary heavy with armorAlso since you use 2 artillery it's a good idea to bring some vision card like "binoculars"

and with this, i have practically shown every card i have (im doing sealed so dont get any funny ideas)i also have an enlist artillery, a whole BUNCH of buffed units (no heros v_v), and a couple of others. (minor arty, LLD, 3 medics, if u wanna c em lemme know, etc)

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_________________Your DOOM has arrived!... and is handing out cookies....

The first one still having that major problem with using too many movement cardsThe "reactive armor" is also wasted on mercenary, try using the "volatile reactive armor", cheaper and better for the mercenary that also temporaryYou might want to use "high octane" if you bring that mercenary heavy with armorAlso since you use 2 artillery it's a good idea to bring some vision card like "binoculars"

the thing that i found with vision buffs is that vision debuffs by far overpower them. so putting vision on an advance unit (recon, plane, light tank, etc) leaves it suseptible to a vision debuff,... then poof. bye bye vision for arty.

also, i dont have volatile reactive armor.... -__- truth be told i dont usually use my firepower or armor buffs too often, as i found movement cards to cap cp and oil much more useful in the long run.

_________________Your DOOM has arrived!... and is handing out cookies....

I think you should bring your Airlift 3. There is much speed for your infantry there, but your Merc Heavy and two artilleries will be too slow to be able to defend them

Also maybe replace the Pacifies in the Tactical deck and bring enlist/discount units instead. You would be spending 80g on disabling attacks for 1 turn when it would probably be better to just use your No Fly Zone, then bring in a discount AA unit for 65g to kill the Air unit.

the only discount units i posses are enlist 2 artillery, and enlist 1 artilerry... and a plethera of mercs. (if they count as discount)from the other post: Thor's post...

Quote:

recommend you to took out some movement1 is very good on almost any map2 is very good on some map3 is only kinda good on crossfirei really like to cap at least 2 oils and head for a cp within the first 2-3 turns. the speed buffs work better on maps that dont have a lot ot nearby resourcesi also recommend you to:-took out the "eject" and use some enlist or buffed unit instead, eject is good but on constructed there's many more better card than that-took out the debuff "blind air" and just bring the temp one, those works more wonder in my opinion, i recommend using "blind any" instead, more versatile for any situation-took out the air movement "aviation octane" unless you had some card to combo with it, combining it with mercenary feels kinda wasted in my opinion-include some vision card, it will be pretty fatal i think-for the all mercenary strategy to works better you might need "i need reinforcement"i actually built this deck for cheese against the computer in training ^_^. In a 1v1 match, if i use this deck, i usually modify it before handJudging from your deck composition i take it the main strategy is mercenary rush right?The main vulnerability of that strategy is that it practically not good for a big map since by the time your mercenary already come, it's time is already near the endThe other vulnerability is that if you does not bring any permanent unit along with the mercenary, then it will be "then there were none" all over again, at the beginning it's crowded but by the time 5 turns out, both you and your enemy units all gone

actually, i only choose these decks on small maps. There was one map (forgot name) where a fighter could reach the other base in 3 turns going over 2 tiers of elveation with a resource and cp smack dab in the centre. For bigger maps, i go with the slow push or tactical nuisance decks (modified in game)

_________________Your DOOM has arrived!... and is handing out cookies....

The thing about rushing for resources and CP is that while you get the head start, you virtually have no means to defends it against enemy that come to took it, so if you like that strategy i recommended you bring airlift 3 to transport your mercenaries immediately

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